Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add CodePhobiia/claude-roblox-game-studio --skill team-economygit clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/team-economy)<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/team-economy"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/team-economy/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/team-economy"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/team-economy.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00041 | $0.00764 |
| Opus 5 | $0.00020 | $0.00382 |
| Sonnet 5 | $0.00008 | $0.00153 |
| Haiku 4.5 | $0.00004 | $0.00076 |
Grade A, and why
team-economy scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/team-economy — Economy Feature Team
Orchestration Flow
Economy features have the highest stakes — mistakes can cause inflation, exploits, or monetization disasters.
Phase 1: Design
- economy-designer: Design the feature's currency flow (faucets, sinks, pacing)
- monetization-lead: If Robux is involved, design GamePass/DevProduct
- systems-designer: Spec the feature in detail
Phase 2: Architecture
- datastore-architect: Design the data model changes
- remotes-networking-specialist: Design remote contracts
- exploit-security-specialist: Review for duplication, replay, negative value exploits
- technical-director (escalation): Verify atomicity of any transactions
Phase 3: Implementation
- luau-gameplay-programmer: Implement feature logic
- ui-programmer: Build shop/trade/transaction UI
Phase 4: Balance
- economy-designer: Tune values (prices, drop rates, earn rates)
- analytics-retention-specialist: Add telemetry events to track economy health
Phase 5: Quality
- qa-tester: Test edge cases (zero balance, max balance, race conditions)
- exploit-security-specialist: Final security pass
Steps
1. Gather Context
- "What economy feature?" (new currency, shop, trading, cosmetic, etc.)
- "What's the player value?"
- "What's the intended earn rate / spend rate?"
- "Is this F2P-friendly or does it require Robux?"
2. Design Phase
- economy-designer drafts the feature
- If monetized, monetization-lead joins
- systems-designer details the spec
- User approves before architecture
3. Architecture Phase
- datastore-architect designs data changes (schema update with migration)
- remotes-networking-specialist designs remote contracts
- exploit-security-specialist reviews — THIS IS CRITICAL for economy features
- User approves the architecture (especially the security review)
4. Implementation Phase
- Implement with atomic operations where needed
- Transaction tracking with unique IDs
- Server-side validation on every step
- pcall around DataStore
- Idempotency for MarketplaceService.ProcessReceipt
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 87 lines · 41 tokens per session scan A fab3b2b2641d
team-economy is a skill published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 41 tokens to every session and 764 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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